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My Super Mario Maker - World 3
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My Super Mario Maker - World 3
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My Super Mario Maker - World 3
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My Super Mario Maker - World 3
GeneSu730
Wannabe Hacker
Members
Egg Hunter
#21
07-07-2020, 11:13 PM


It has been more than a month since my last video. At least I am almost done.
I am going to make World 4 into a Desert and World 5 into an Arctic continent. This would be a sample stage that features slippery ice. In the last month, I have coded the following features.
1. In every Nintendo platform game since the SNES era in the 1990's (and nearly every platform video game made), there are hidden Easter Eggs you must find in each stage to prove your skill. Super Mario World has the Dragon Coins. Yoshi's Island has the smiley flowers and red coins. Donkey Kong Country has the pirate coins in the bonus rooms. I think I will have it so that Mario (or Luigi) must find 4 gems in each stage. They will have the standard colors from Super Mario World - green, red, blue, and yellow.
2. When Mario (or Luigi) walks or runs on ice, his acceleration and deacceleration is much slower and less responsive. This is to create the slippery effect.
3. In Super Mario World, I noticed that Mario will slip on a steep slope (more than 45 degrees slant?). However, he will not lose his footing on an icy slope. As you have seen in my past videos, I did not want Mario to slip on a slope of any angle. Now, I encoded it so that Mario will only slip on an icy slope. This will create more challenges.
4. Mario's fireballs can melt frozen coins and Munchers. I wonder why there was only one, measly stage in Super Mario Bros 3 where you could do this. I thought it was a really cool feature and am going to use it a lot. As you might have seen in my past videos, Munchers become coins when you touch a P-switch.
5. I have encoded the Flurry enemy from Super Mario Bros 2 (Doki Doki Panic). Of course, Mario is going to stomp on Flurry, not pick him up.

The last part of the Mario algorithm I want to really encode is sinking in quicksand - something easy since I already have Mario sinking in water. I will make a desert stage. The last part of the framework I think I should encode or boss fights. After Mario beats a boss, he will receive an item, which treats the player to some cut scene. I am debating whether I should make a castle stage before finally working on a formal, professionally made game.

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GeneSu730
Wannabe Hacker
Members
#22
07-25-2020, 10:02 PM


I think I am just about done with Mario's physical algorithm. Now, all I have to do is get rid of all of those nasty bugs. Most of them are dealing with aesthetics instead of game physics, which I put a high priority on fixing. In fact, you'll see a bug in this video if you pay close attention.

As I have said, I am going to make world 4 into a desert world. In the last two weeks, I have coded the following features.
1. I have coded quicksand. I am going to have far more stages with quick sand. I might even have some tropical themed stages with quick sand. Here are some rules that will deal with quick sand.
a. If Mario drowns in quicksand, he will lose a life (of course).
b. If most enemies fall in quicksand, they will drown. This was the case in Doki Doki Panic.
c. If a Koopa shell or other slider projectile falls in quicksand, it will drown.
d. If a Koopa shell or other slider projectile held by Mario touches the quicksand, it will drown and Mario will relinquish it.
e. If a Magic Mushroom falls in quicksand, it will drown.
2. I also coded the Fire Snake enemy. I made this guy a little faster than in Super Mario Bros 3. Then again, I plan on introducing him in World 4, and World 2.

I am debating whether to encode two more features before making the "official hack." Those two features would be auto-scrolling stages and boss fights. I really want to have airship stages in my Mario hack but it might be difficult for me to code.

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SuperSledgeBro
Hammer Bro
Members
Iso Collab Contributor MFGG 19th Anniversary
#23
07-25-2020, 10:10 PM
I have a question: If you release the left or right keys while Mario is on air, does he stop moving? I'm asking because it's hard to tell in the videos, and it's a pretty important detail in 2D Mario physics that the player keeps moving while he's on air unless the left or right button is pressed.
[+]Spoiler
[Image: V4bzhla.gif]

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GeneSu730
Wannabe Hacker
Members
#24
07-25-2020, 11:06 PM
SuperSludgeBros, Mario will keep moving if you release the left or right arrow but only based on his initial momentum.

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friendlinzh
Goomba
Members
#25
07-27-2020, 09:16 PM
you develop many good features on this super mario maker.

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GeneSu730
Wannabe Hacker
Members
#26
07-27-2020, 09:44 PM
friendlinzh, thank you for your compliments but I still have many bugs to fix.

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GeneSu730
Wannabe Hacker
Members
#27
10-02-2020, 11:59 PM


Hello! I built my own Super Mario Maker on my PC using Direct X. It wasn't easy and took a lot of time.

have been absent for the last 3 months because I have been organizing a new set of graphics for my game. After coding all these features, I want to now focus on making a game instead of coding. I coded the next-to-last pertinent feature of Mario gameplay - autoscrolling. It only took two nights to do this. I think the next feature I will make is the world map. I will make my new formal game before coding anything for boss fights.

The only new features I am going to add going forward are different types of enemies and maybe platforms with more intricate behavior.

Super Mario is, of course, a trademark of Nintendo.
I got these Mario, Luigi, and enemy sprites from someone named AwesomeZack.
I got the foreground tiles from TetraVega.
I got the background tiles and other enemy sprites from jdaster64.
I got other background tiles from CrapCom.

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